About Game - Zombies Are Coming
Zombies Are Coming is a backpack-shooter survival game you can play free in the browser. You stand behind a street fence while zombies walk down a cracked road. Gear only works if it sits in the backpack grid — what you leave out does not fire. Between waves you Refresh the shop, unlock Get Grid slots, tap Battle, and pick stackable skills such as extra pistol shots, ice penetration, or a slow field. A run is Wave 1 through 10. Damage on both sides is modest, so a match often feels slow even when the pack is on screen.
How to Play - Zombies Are Coming
Your first match is one street: fit a weapon into the backpack, tap Battle, and see how far Wave 10 goes before your HP drops.
- 1Read the backpack prompt — The tutorial says placing the weapon below in the backpack can effectively attack zombies. Gear outside the grid does not shoot.
- 2Fit gear into the grid — Early pieces include a minigun, a medical radio, and a jetpack or drone. Each shape takes cells. Crossed swords and a heart above the grid are ATK and HP.
- 3Refresh or Get Grid, then Battle — Refresh (3/3) is an ad reroll; a second Refresh spends coins. Get Grid (x6) buys extra cells. Small text can read Guaranteed level 2 equipment. The orange Battle button starts the wave.
- 4Hold the fence — You stand at the bottom behind barbed wire. Zombies walk down the cracked street from the top. A white-and-blue drone can fire beside you.
- 5Use x2 if you want — A x2 toggle sits at the bottom left. Combat is slow; the speed button is there for a reason.
- 6Select skill between waves — Three cards appear under Select skill, with Purple > Blue > Green. Early picks include Pistol continuous firing +1, Ice bullet penetration +2, and All enemies' movement speed -5%. All three are Stackable. Change (10/10) rerolls; All (1/2) takes every card. Both can ask for an ad.
- 7Last through Wave 10 — The top bar counts Wave 1/10 through 10/10. Wave 5 can spawn a pink-hair boss with a red HP bar and a x10 mark.
Core gameplay
Each run is a backpack loadout plus a street hold. You choose what fits in the grid, then pick skills between waves while the fence takes the horde.
Backpack or it does not fire
Only gear inside the grid is in play. A minigun, medical radio, gold wallet, drone, and pistol all compete for cells. Leaving a gun in the shop row means it will not shoot the next wave.
Refresh, Get Grid, Battle
The shop under the grid offers three pieces at a coin price such as 15. Refresh rerolls that row. Get Grid adds cells when the pack is full. Battle sends you back to the fence.
Wave combat on the street
A match tracks Wave out of 10. Green zombies in blue, fat ‘love’ zombies with cleavers, and later a pink-hair boss walk toward the fence. You stay at the bottom; the drone and whatever you packed do the shooting.
Select skill, stackable
Between waves you pick one of three skills. They are Stackable, so the same card can land more than once. Change rerolls the trio; All takes every card if you still have uses. Rarity is marked Purple > Blue > Green.
ATK, HP, coins, x2
Swords above the grid are ATK; the heart is HP. Coins sit at the top left and pay Refresh or shop pieces. Shield can read 0 while HP sits in the 1700s. x2 only changes playback speed.
Look and setting
Zombies Are Coming is a top-down cracked city street with a barbed fence at the bottom and a cartoon zombie pack walking down the lane. The HUD keeps coins, Wave, and the backpack grid on screen between fights.
The street and the fence
Grey asphalt, yellow lines, a zebra crossing, a tire, and newspapers. A metal fence with barbed wire is the front line. You stand behind it; zombies never start on your side of the wire.
Survivor, drone, and the pack
You are a small survivor in green-brown gear with a pistol. A white-and-blue drone can hover and fire a yellow beam. Enemies are green walkers in blue, bulky ‘love’ zombies, and a glowing pink-hair boss with a x10 HP bar.
Reading the HUD
Top left is pause and coins. Top center is Wave 1/10–10/10 and a yellow bar. The right stack lists packed gear. Bottom left is x2. During prep, the grid shows ATK and HP; during a wave, a heart and a shield sit above the fence.
Tips
Early mistakes are leaving the gun outside the grid, skipping Get Grid when the pack is full, or fighting every wave at x1 while damage stays low.
Put a weapon in first
The tutorial is not flavor. If the minigun or pistol is not in the grid, it does not attack. Fit a gun before you tap Battle.
Treat cells as a trade-off
Medical radio, wallet, and drone all cost cells the minigun also wants. HP 1710 with ATK 37 is a different pack than a grid full of guns. You cannot take every piece.
Get Grid when the pack is jammed
Get Grid (x6) is how extra cells appear. If a useful shape will not fit, buy a cell before you Refresh the shop into another piece you cannot place.
Turn on x2
Attack values stay modest and zombie HP is high, so a wave can crawl. x2 is the speed toggle, not a damage buff. Use it once you know the pack is shooting.
Stack on purpose
Pistol continuous +1, ice penetration +2, and movement speed -5% are all Stackable. If the trio is wrong, Change rerolls. All spends a rare use to take every card. Do not burn All on the first green set.
